Pathfinder Adventure Card Game: Ultimate Magic Add-On Deck
Pathfinder Adventure Card Game: Ultimate Magic Add-On Deck Rulebook
Table of Contents
Table of Contents
Enora (Character Sheet)
Enora, Female Halfling Arcanist
Skills:
- Strength: d4 (☐ +1)
- Dexterity: d6 (☐ +1, ☐ +2)
- Constitution: d6 (☐ +1, ☐ +2)
- Intelligence: d10 (☐ +1, ☐ +2, ☐ +3, ☐ +4)
- Arcane: Intelligence +1
- Knowledge: Intelligence +3
- Wisdom: d6 (☐ +1, ☐ +2)
- Charisma: d10 (☐ +1, ☐ +2, ☐ +3, ☐ +4)
- Diplomacy: Charisma +1
Powers:
Hand size: 6 (☐ 7)
- On your check to acquire or recharge a boon that has the Magic trait, you may discard (☐ or recharge) a card that has the Magic trait to add 1d8.
- After you play a spell, you may recharge another random spell from your discard pile.
- For your combat check, you may discard a spell (☐ or a boon that has the Magic trait) to use your Charisma Skill + 1d6 (☐ 2d6) and add that card's adventure deck number and the Arcane, Attack, Cold, and Magic traits. This counts as playing a spell.
Card list (favored card type: Spell):
| Card type | Level | Upgrade boxes |
|---|---|---|
| Weapon | — | ☐ 1 |
| Spell | 6 | ☐ 7, ☐ 8, ☐ 9 |
| Armor | — | ☐ 1 |
| Item | 4 | ☐ 5 |
| Ally | 2 | ☐ 3, ☐ 4 |
| Blessing | 3 | ☐ 4, ☐ 5 |
Enora (Bookworm) Form
You are what you read.
Hand size: 6 (☐ 7, ☐ 8, ☐ 9)
Powers:
- On your check to acquire or recharge a boon that has the Magic trait, you may discard (☐ or recharge) a card that has the Magic trait to add 1d8. (☐ On your check to acquire any boon, you may do this with a card that has the Book trait.)
- After you play a spell (☐ or acquire a spell or an item that has the Magic trait), you may recharge another random spell (☐ or a spell of your choice) from your discard pile.
- ☐ For your combat check, you may discard a spell (☐ or a boon that has the Magic trait) (☐ or reveal a card that has the Book trait) to use your Charisma Skill + 1d6 (☐ 2d6) and add that card's adventure deck number and the Arcane, Attack, Cold, and Magic traits. This counts as playing a spell.
- ☐ When another character fails to acquire a spell that has the Arcane trait or an item that has the Book trait, you may recharge a card to encounter it.
- ☐ You may recharge a card that has the Book trait to examine the top 3 cards of your location deck.
Enora (White Mage) Form
Not all arcane magic serves arcane purposes.
Hand size: 6 (☐ 7, ☐ 8, ☐ 9)
Powers:
- On your check to acquire or recharge a boon that has the Magic trait (☐ or a blessing), you may discard (☐ or recharge) a card that has the Magic trait to add 1d8.
- After you play a spell, you may recharge another random spell from your discard pile (☐ or any character may recharge a random card from his discard pile).
- For your combat check, you may discard a spell (☐ or a boon that has the Magic trait) (☐ or shuffle a blessing into your deck) to use your Charisma Skill + 1d6 (☐ 2d6) and add that card's adventure deck number and the Arcane, Attack, Cold, and Magic traits. This counts as playing a spell.
- ☐ Instead of the first exploration on your turn, you may reveal a spell to choose a character at your location. Shuffle 1d4+1 (☐ +2) random cards from his discard pile into his deck, then discard the card you revealed.
- ☐ You gain the skill Divine: Charisma +1.
Enora (Character Card)
Enora — Female Halfling Arcanist. The character card shows the name and illustration only; its powers are those of the character sheet and form tiles above.
Cards
Weapons
Cauterizing Blade
Weapon 4 · Knife, Ranged, Slashing, Fire, Healing, Magic · Check to acquire: Dexterity, Ranged 11
Powers: For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add another 1d4. If you fail the check, you may shuffle 1d4+1 random cards from your discard pile into your deck.
On your combat check, if you played another weapon, discard this card to add 1d4+1.
Djinni Quarterstaff
Weapon 1 · Staff, Melee, Bludgeoning, 2-Handed, Magic, Elite · Check to acquire: Strength or Melee 6, or Arcane or Divine 8
Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6.
Discard this card to shuffle your location deck; you may succeed at an Arcane or Divine 10 check to recharge this card instead.
Iceblade Spelldagger
Weapon 5 · Knife, Ranged, Piercing, Cold, Magic · Check to acquire: Dexterity or Ranged 12, or Arcane or Divine 10
Powers: For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+3.
On your combat check, if you played a spell, recharge this card to add 1d4+2 and the Cold trait.
Mind's Eye Blade
Weapon 2 · Knife, Ranged, Slashing, Magic · Check to acquire: Dexterity or Ranged 9
Powers: For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally discard this card to add another 1d4. If the check is to defeat a monster, if the monster is defeated, you may examine the top card of any location deck.
On your combat check, when you would discard or recharge this card for a power on your character or role card, you may shuffle it into your deck instead.
Spelldagger
Weapon B · Knife, Ranged, Piercing, Magic, Elite · Check to acquire: Dexterity, Ranged, or Arcane 4
Powers: For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1.
On your combat check, if you played a spell that has the Attack trait, discard this card to add 1d4.
Staff of Dark Flame
Weapon 3 · Staff, Melee, Bludgeoning, 2-Handed, Magic, Elite · Check to acquire: Strength, Melee, Arcane, or Divine 12
Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait.
Reveal this card and discard a spell to decrease the difficulty of any combat check by 1d6+1.
Walking Stick
Weapon B · Staff, Melee, Bludgeoning, Basic · Check to acquire: Strength or Melee 5
Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d4; you may additionally discard this card to add another 1d6.
At the end of your turn, recharge this card to move.
Wandcaster Bow
Weapon 6 · Bow, Ranged, Piercing, 2-Handed, Magic, Veteran · Check to acquire: Dexterity, Ranged 15
Powers: For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+3; you may additionally recharge this card and a card that has the Staff or Wand trait to add another 1d12 plus that card's adventure deck number and traits.
Spells
Acid Rain
Spell 4 · Magic, Arcane, Attack, Acid · Check to acquire: Intelligence, Arcane 10
Powers: For your combat check, discard this card to roll 3d6+9. If this check is against a monster, you may use the result for any subsequent combat checks against it.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.
Acid Splash
Spell B · Magic, Arcane, Acid, Attack · Check to acquire: Intelligence, Arcane 4
Powers: For your combat or Disable check, discard this card to use your Arcane skill + 1d6.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.
Arcane Cannonade
Spell 6 · Magic, Arcane · Check to acquire: Intelligence, Arcane 13
Powers: Display this card. While displayed, add 1d6 to all combat checks. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, you may succeed at an Arcane 15 check to continue displaying this card; otherwise, discard it.
Bit of Luck
Spell B · Magic, Divine, Gambling, Basic · Check to acquire: Wisdom or Divine 3
Powers: On a check by a character at your location, before the roll, discard this card. After the roll, the character may reroll the dice; take the new result.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 5 check to recharge this card instead of discarding it.
Burning Snot
Spell B · Magic, Arcane, Divine, Attack, Fire, Basic · Check to acquire: Intelligence, Arcane, Wisdom, or Divine 5
Powers: For your combat check, discard this card to use your Arcane or Divine skill + 1d6.
On a combat check by a character at your location, discard this card to add 1d4 and the Fire trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 7 check to recharge this card instead of discarding it.
Candlelight
Spell B · Magic, Arcane, Divine · Check to acquire: Intelligence, Arcane, Wisdom, or Divine 5
Powers: Discard this card to examine the top 5 cards of the blessings deck or of the blessings discard pile and put them back in any order.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 7 check to recharge this card instead of discarding it.
Channel the Gift
Spell 4 · Magic, Arcane, Divine · Check to acquire: Intelligence, Arcane, Wisdom, or Divine 12
Powers: Discard this card to allow a character at your location to search his deck for a spell and draw it.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.
Clinging Venom
Spell B · Magic, Arcane, Divine, Attack, Poison, Elite · Check to acquire: Intelligence, Arcane, Wisdom, or Divine 4
Powers: For your combat check, discard this card to use your Arcane or Divine skill + 1d8. If the bane is a monster, you may use the result for any subsequent combat checks against it.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.
Cloudburst
Spell 4 · Magic, Arcane, Divine, Attack, Electricity · Check to acquire: Intelligence, Arcane, Wisdom, or Divine 11
Powers: When you encounter a card that lists combat in its check to acquire or defeat, discard this card; if it is a non-villain monster that has a power that happens before you act, ignore that power. For your combat check, use your Arcane or Divine skill + 3d6. After the encounter, you may move.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
Coordinated Blast
Spell 3 · Magic, Arcane, Divine, Attack · Check to acquire: Intelligence, Arcane, Wisdom, or Divine 10
Powers: On another character at your location's check to defeat, discard this card to add your Arcane or Divine skill.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
Create Mindscape
Spell 3 · Magic, Arcane, Divine, Mental · Check to acquire: Intelligence, Arcane, Wisdom, or Divine 9, or Perception 7
Powers: Display this card next to a location. While displayed, add 1d4 to Intelligence, Wisdom, and Charisma checks by characters at this location.
When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may attempt an Arcane or Divine 11 or Perception 9 check to recharge it instead.
Cure
Spell B · Magic, Divine, Healing, Basic · Check to acquire: Wisdom or Divine 6
Powers: Reveal this card and choose a character at your location to shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Death's Touch
Spell 5 · Magic, Arcane, Divine, Attack · Check to acquire: Intelligence or Arcane 10, or Wisdom or Divine 12
Powers: For your combat check against a monster, discard this card to use your Arcane or Divine skill + 3d6+3. If it is a non-villain monster that has an adventure deck number of 4 or lower, it is defeated.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 12 or Divine 14 check to recharge this card instead of discarding it.
Eagle Aerie
Spell 5 · Magic, Arcane, Divine · Check to acquire: Intelligence, Arcane, Wisdom, or Divine 14
Powers: Display this card. While displayed, any character at your location may recharge a card at the end of a turn to move. You may discard this card to add 1d8 to a combat check by a character at your location; if you do not have either the Arcane or Divine skill, banish it instead; otherwise, you may succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it.
Electrified Web
Spell B · Magic, Arcane, Divine, Attack, Basic · Check to acquire: Intelligence, Arcane, Wisdom, or Divine 4
Powers: When you would encounter a monster, discard this card to allow another character at your location to encounter the monster instead; add your Arcane or Divine skill modifier and the Electricity and Magic traits to checks against the monster.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.
Fire Barrage
Spell 5 · Magic, Arcane, Attack, Fire · Check to acquire: Intelligence or Arcane 12
Powers: For your combat check, discard this card to roll 3d6+12. If this check is against a monster, you may use the result for any subsequent combat checks against it.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 14 check to recharge this card instead of discarding it.
Fire Snake
Spell B · Magic, Arcane, Divine, Fire, Basic · Check to acquire: Intelligence, Arcane, Wisdom, or Divine 6
Powers: For your non-combat check, discard this card to use your Arcane or Divine skill.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Fly
Spell 2 · Magic, Arcane, Divine · Check to acquire: Intelligence, Arcane, Wisdom, or Divine 8
Powers: Discard this card to examine the top card of up to 2 location decks, then a character at your location may move. You may not play this card during an encounter.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Ghost Whip
Spell 2 · Magic, Arcane, Divine, Attack · Check to acquire: Intelligence, Arcane, Wisdom, or Divine 8, or Perception 6
Powers: For your combat check, discard this card to use your Arcane, Divine, or Perception skill + 2d8. If the bane has the Incorporeal trait, add another 1d8.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 or Perception 8 check to recharge this card instead of discarding it.
Holy Javelin
Spell 2 · Magic, Divine, Attack · Check to acquire: Wisdom or Divine 8
Powers: For your combat check, discard this card to use your Divine skill + 2d8. If the check is to defeat a bane that has the Outsider or Undead trait, a villain, or a henchman, use your Divine skill + 2d12 instead.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 10 check to recharge this card instead of discarding it.
Ice and Fire
Spell 3 · Magic, Arcane, Attack · Check to acquire: Intelligence or Arcane 10
Powers: For your combat check, discard this card to use your Arcane skill + 2d8+3 and add the Cold trait and/or the Fire trait.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.
Icicle Swarm
Spell 6 · Magic, Arcane, Attack, Cold · Check to acquire: Intelligence or Arcane 13
Powers: For your combat check, discard this card to roll 3d6+15. If this check is against a monster, you may use the result for any subsequent combat checks against it.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 15 check to recharge this card instead of discarding it.
Life Drain
Spell 1 · Magic, Arcane, Divine, Attack, Healing, Elite · Check to acquire: Intelligence or Arcane 7, or Wisdom or Divine 9
Powers: For your combat check, discard this card to use your Arcane or Divine skill + 2d4. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 9 or Divine 11 check to recharge this card instead of discarding it. Then shuffle a random card from your discard pile into your deck.
Locate Object
Spell 1 · Magic, Arcane, Divine · Check to acquire: Intelligence, Arcane, Wisdom, or Divine 6
Powers: Discard this card to examine your location deck until you find a boon. Encounter it, then shuffle your location deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Marionette
Spell 2 · Magic, Arcane, Divine, Attack, Mental · Check to acquire: Intelligence or Arcane 9, or Wisdom or Divine 7
Powers: For your combat check, discard this card to use your Arcane or Divine skill + 1d6. If the bane has the Construct, Elemental, or Undead trait, add another 2d6 and you may ignore its immunities.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 11 or Divine 9 check to recharge this card instead of discarding it.
Mind Thrust
Spell B · Magic, Arcane, Attack, Mental, Veteran, Basic · Check to acquire: Intelligence or Arcane 7, or Perception 5
Powers: For your combat check, discard this card to use your Knowledge or Perception skill + 1d6 plus the scenario's adventure deck number.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 9 or Perception 7 check to recharge this card instead of discarding it.
Phantom Shield
Spell B · Magic, Arcane, Basic · Check to acquire: Intelligence or Arcane 4
Powers: Display this card next to the deck of a character at your location. While displayed, all damage dealt to that character is reduced by 1.
At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 6 check to recharge it instead.
Prophesize
Spell B · Magic, Arcane, Divine · Check to acquire: Intelligence, Arcane, Wisdom, or Divine 4
Powers: Discard this card to choose a type of card and examine the top 2 cards of your location deck. If there are cards of the chosen type, set them aside. Shuffle the remaining cards into the deck, then put the cards you set aside together in any order on top of the deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.
Pyrotechnic Blast
Spell 1 · Magic, Arcane, Divine, Fire · Check to acquire: Intelligence or Arcane 6, or Wisdom or Divine 8
Powers: For your combat check or your check against a barrier that has the Lock or Obstacle trait, discard this card to use your Arcane or Divine skill + 2d4.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 8 or Divine 10 check to recharge this card instead of discarding it.
Rejuvenation
Spell 6 · Magic, Divine, Healing · Check to acquire: Wisdom or Divine 14
Powers: Reveal this card and choose a character at your location to banish all cards displayed next to her that are scourges and/or have the Curse trait, then shuffle 2d4 random cards from her discard pile into her deck.
After playing this card, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may attempt a Divine 16 check to recharge it instead.
Remove Curse
Spell B · Magic, Arcane, Divine, Basic · Check to acquire: Intelligence or Arcane 8, or Wisdom or Divine 6
Powers: Recharge this card to banish a displayed card that has the Curse trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it.
Repulsion
Spell 6 · Magic, Arcane, Divine, Mental · Check to acquire: Intelligence, Arcane, Wisdom, or Divine 13
Powers: Display this card. While displayed, you may evade a monster you encounter; if you do, you may recharge a card to explore your location.
At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 15 check to recharge it instead.
Restorative Touch
Spell 3 · Magic, Divine, Healing · Check to acquire: Wisdom or Divine 8
Powers: Reveal this card and choose a character at your location to banish up to 2 cards displayed next to her that are scourges and/or have the Curse trait, then shuffle 1d4+1 random cards from her discard pile into her deck.
After playing this card, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may attempt a Divine 11 check to recharge it instead.
Skitter
Spell B · Magic, Arcane, Divine, Elite · Check to acquire: Intelligence or Arcane 6, or Wisdom or Divine 7
Powers: At the end of your turn, discard this card to move; you may shuffle your location deck before you move.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 8 or Divine 9 check to recharge this card instead of discarding it.
Smite Abomination
Spell 4 · Magic, Divine · Check to acquire: Wisdom or Divine 10
Powers: On a combat check by a character at your location against a monster that has the Undead trait, discard this card to add 2d6. No other spells may be played by any characters on this check.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 12 check to recharge this card instead of discarding it.
Sphere of Fire
Spell 1 · Magic, Arcane, Divine, Attack, Fire, Elite · Check to acquire: Intelligence, Arcane, Wisdom, or Divine 7
Powers: Display this card. While displayed, for your combat check, you may use your Arcane or Divine skill + 1d6; you may additionally discard this card to add another 1d6. This counts as playing a spell.
At the end of your turn, or when you would discard this card when playing it, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may attempt an Arcane or Divine 9 check to recharge it instead.
Steal Book
Spell B · Magic, Arcane, Basic · Check to acquire: Intelligence or Arcane 5
Powers: When a character would encounter a spell that has the Arcane trait or a boon that has the Book trait, discard this card to automatically acquire that card instead.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 7 check to recharge this card instead of discarding it.
Summon Angel
Spell 5 · Magic, Divine · Check to acquire: Wisdom or Divine 12
Powers: When you encounter a non-villain, non-henchman bane and that bane has the Outsider trait or your location has the Abyssal trait, discard this card to defeat the bane.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.
Summon Hellhounds
Spell 4 · Magic, Arcane, Divine · Check to acquire: Intelligence, Arcane, Wisdom, or Divine 11
Powers: Display this card next to your location. While displayed, add 2d6 and the Fire trait to combat checks by characters at this location; if any die rolled on such a check is a 6, discard the top card of your deck.
At the end of your turn, if you do not have either the Arcane or Divine skill, banish it; otherwise, discard it, or you may succeed at an Arcane or Divine 13 check to recharge it instead.
Twisted Space
Spell 2 · Magic, Arcane · Check to acquire: Intelligence or Arcane 8
Powers: When a character encounters a monster, discard this card to allow that character to evade it; another character at that character's location may encounter it.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 10 check to recharge this card instead of discarding it.
Volcanic Storm
Spell 3 · Magic, Arcane, Divine, Attack, Bludgeoning, Fire · Check to acquire: Intelligence, Arcane, Wisdom, or Divine 11
Powers: For your combat check, discard this card to use your Arcane or Divine skill + 3d6. If you would fail this check against a monster, you may evade it instead.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
Warding
Spell 1 · Magic, Divine · Check to acquire: Wisdom or Divine 5
Powers: When a character at your location encounters a monster, display this card next to your location. While displayed, reduce all damage dealt to characters at this location by 3. At the end of the encounter, discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 7 check to recharge this card instead of discarding it.
Armor
Armor of the Sands
Armor B · Light Armor, Clothing, Magic, Arcane, Divine, Elite · Check to acquire: Constitution (Fortitude) 6, or Arcane or Divine 8
Powers: Recharge this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you by 2.
Recharge this card to add 1d4 to your Arcane or Divine check.
Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead. You may succeed at an Arcane or Divine 12 check to recharge it instead.
Helm of Electric Radiance
Armor 5 · Light Armor, Magic · Check to acquire: Constitution (Fortitude) 7
Powers: On your Arcane or Divine combat check, recharge this card to add 1d8; you may additionally add 1d4 and the Electricity trait.
Recharge this card to reduce all damage dealt to you by 2; you may play another armor.
If proficient with light armors, you may recharge this card when you reset your hand.
Helm of Telepathy
Armor 2 · Light Armor, Magic · Check to acquire: Constitution (Fortitude) 7
Powers: Recharge this card to examine the top card of another character's deck; that character may shuffle his deck.
When you would discard cards as Combat or Mental damage, recharge this card to instead recharge up to 2 of those cards; you may play another armor.
If proficient with light armors, you may recharge this card when you reset your hand.
Lifecollar Coat
Armor 4 · Light Armor, Magic · Check to acquire: Constitution, Fortitude, Divine 9
Powers: If proficient with light armors, reveal this card to add 1d6 to your check against a bane that has the Undead trait.
Recharge this card to reduce Combat or Poison damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Phoenix Cloak
Armor 6 · Light Armor, Clothing, Magic · Check to acquire: Constitution (Fortitude) 13, or Intelligence (Arcane) 15
Powers: Recharge or display this card to reduce Fire damage dealt to you to 0.
If proficient with light armors, display this card to add 3d4 and the Fire trait to a combat check by a character at your location.
If you would die, display this card. While displayed, if you would die, bury this card to shuffle 10 random cards from your discard pile into your deck and reset your hand. You are no longer dead.
Shield Cloak
Armor 1 · Clothing, Light Armor, Offhand, Magic · Check to acquire: Intelligence or Knowledge 8
Powers: If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may play another armor.
Shroud Cloak
Armor 3 · Clothing, Light Armor, Magic · Check to acquire: Wisdom or Perception 6
Powers: Recharge this card to reduce damage other than Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, when you reset your hand, you may exchange this card with a random spell in your discard pile.
Tussah Silk Coat
Armor B · Light Armor, Clothing, Basic · Check to acquire: Constitution (Fortitude) 4
Powers: Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 5; if proficient with light armors, bury it instead.
Items
Anathemic Volume
Item 2 · Book, Magic · Check to acquire: Intelligence, Knowledge 7
Powers: Recharge this card to play a random blessing from your discard pile. If you would reveal, recharge, or discard the blessing to play it, bury it instead. If no power on it can be played in the current circumstance, bury it.
Recharge this card to add 1d8 to your non-combat check against a monster that has the Demon or Outsider trait.
Bestiary of Garund
Item B · Book, Basic · Check to acquire: Intelligence, Knowledge, or Survival 5
Powers: Reveal this card to add 1d4 to your non-combat check against a monster.
Discard this card to add 1d4 to your combat check against a monster.
Binder's Tome
Item 1 · Book, Magic, Mental · Check to acquire: Wisdom or Knowledge 6
Powers: On a character at your location's combat or Charisma check, reveal this card to add 1d4 and the Mental trait.
Bury this card to evade your encounter.
Byzantine Lexicon
Item 2 · Book, Magic · Check to acquire: Wisdom or Knowledge 8
Powers: While you reset your hand, reveal this card to treat your hand size as 1 higher.
On a character at your location's Wisdom non-combat check, recharge this card to add a die.
Carpet of Flying
Item 6 · Object, Magic · Check to acquire: Intelligence, Craft, Survival, or Charisma 13
Powers: Recharge this card to evade a bane you encounter, then move all characters at your location together to another location.
Display this card. While displayed, Electricity or Fire damage dealt to characters at your location is reduced by 2. At the end of the turn, recharge this card.
Codex of Conversations
Item 4 · Book, Magic · Check to acquire: Wisdom, Knowledge, or Diplomacy 12
Powers: When you would discard for its power an ally that lists Diplomacy in its check to acquire, reveal this card, then attempt the check to acquire that ally. If you succeed, you may recharge that ally instead of discarding it.
Evocation Staff
Item 5 · Staff, Attack, Magic, Arcane · Check to acquire: Intelligence or Arcane 14
Powers: For your combat check, reveal this card and discard a spell to use your Arcane skill + 1d10; this counts as playing a spell. You may additionally discard this card to add another 2d10 and the Cold, Electricity, Fire, or Force trait.
When a character at your location encounters a monster, reveal this card and discard a spell. The monster is evaded; put it on top of its location deck.
Flame Staff
Item B · Staff, Attack, Fire, Magic, Basic · Check to acquire: Arcane or Divine 4
Powers: For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 1d8; this counts as playing a spell.
Gem of Mental Acuity
Item 2 · Object, Magic · Check to acquire: Intelligence, Wisdom, or Charisma 11
Powers: On your non-combat check, recharge this card to roll your Intelligence, Wisdom, or Charisma die instead of the normal die.
Hollow Book
Item 3 · Book, Magic · Check to acquire: Intelligence, Craft, or Knowledge 10
Powers: Display this card and put an item from your hand faceup on this card. While displayed, you may bury this card to draw the item; you may succeed at a Craft 12 check to recharge this card instead of burying it.
Magnetic Grimoire
Item 4 · Book, Magic · Check to acquire: Intelligence or Knowledge 8
Powers: On a character at your location's check that invokes the Acid, Cold, Electricity, Fire, or Poison trait, reveal this card to add 1d4.
Recharge this card to draw a boon that has the Acid, Cold, Electricity, Fire, or Poison trait from your discard pile.
Riffle Scrolls
Item 1 · Book, Magic · Check to acquire: Intelligence or Arcane 6, or Wisdom or Divine 10
Powers: Display this card. While displayed, when you would discard or banish a spell for its power, you may put it faceup on this card instead. You may bury this card to automatically recharge any of these spells that could be recharged with a check using a skill you have; bury the others.
Samisen of Oracular Vision
Item 5 · Instrument, Magic · Check to acquire: Charisma or Arcane 13, or Diplomacy 9
Powers: Recharge this card to examine the top card of up to 3 location decks.
Recharge this card to examine the top 3 cards of any location deck.
Spellbook
Item B · Book, Magic, Basic · Check to acquire: Intelligence or Arcane 4
Powers: Reveal this card to add 1d4 to your Intelligence or Arcane non-combat check.
Discard this card to recharge a random spell from your discard pile.
Staff of the Scholar
Item B · Staff, Magic, Basic · Check to acquire: Intelligence, Arcane, Wisdom, or Divine 6
Powers: Reveal this card and discard a spell to succeed at a check to recharge a spell; you may shuffle the spell you would recharge into your deck instead.
Token of Remembrance
Item B · Object, Magic, Arcane, Divine · Check to acquire: Intelligence, Arcane, Wisdom, or Divine 5
Powers: Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.
Wand of Detect Magic
Item 1 · Wand, Magic, Arcane, Divine · Check to acquire: Wisdom or Knowledge 4
Powers: During your turn, bury this card to examine the top card of your location deck. If the card is a blessing or has the Magic trait, you may immediately encounter it.
After playing this card, succeed at an Arcane or Divine 6 check to recharge this card instead of burying it.
Wand of Flying
Item 3 · Wand, Magic, Arcane, Divine · Check to acquire: Intelligence, Knowledge, Wisdom, or Divine 10
Powers: Bury this card to examine the top card of up to 2 location decks, then a character at your location may move. You may not play this card during an encounter.
After playing this card, you may succeed at an Arcane or Divine 12 check to recharge this card instead of burying it.
Wand of Thunder
Item 6 · Wand, Magic, Arcane, Attack, Electricity · Check to acquire: Intelligence or Arcane 15
Powers: For your combat check, bury this card to roll 4d12; ignore any monster's power that happens after you act. If you fail this check, reduce all damage dealt to you to 0.
After playing this card, succeed at an Arcane 17 check to recharge this card instead of burying it.
Allies
Apprentice
Ally B · Half-Elf, Bard · Check to acquire: Charisma, Arcane, Divine, or Diplomacy 8
Powers: Recharge this card to add 1d6 to your Arcane or Divine check.
Discard this card to explore your location.
Autumn Witch
Ally 6 · Elf, Witch · Check to acquire: Charisma, Diplomacy, or Arcane 12
Powers: Recharge this card to add a die to your check that invokes the Acid or Attack trait.
Recharge this card to evade your encounter.
Discard this card to explore your location.
Bound Elemental
Ally 2 · Outsider, Elemental · Check to acquire: Intelligence, Arcane, Wisdom, or Divine 10
Powers: Bury this card to add 1d8 to your check to defeat a barrier.
Bury this card to reduce Cold, Electricity, Fire, or Ranged Combat damage dealt to you to 0.
After playing this card, you may succeed at an Arcane or Divine 12 check to recharge this card instead of burying it.
If this card is in your hand, you may treat it as a monster.
Bound Lantern Archon
Ally 2 · Outsider, Angel · Check to acquire: Intelligence, Arcane, Wisdom, or Divine 8
Powers: Bury this card to add 1d4 to your combat check or any check to acquire a blessing.
Bury this card to examine the top 3 cards of your deck, put them back in any order, then draw a card.
After playing this card, you may succeed at an Arcane or Divine 10 check to recharge this card instead of burying it.
If this card is in your hand, you may treat it as a monster.
Chronicler
Ally B · Human, Arcanist, Basic · Check to acquire: Intelligence or Diplomacy 7
Powers: Recharge this card to add 1d6 to your Diplomacy or Knowledge check; if you reveal a card that has the Book trait, you may reveal this card instead.
Discard this card to explore your location.
Cleric of Nethys
Ally 2 · Human, Cleric · Check to acquire: Charisma, Diplomacy, Divine, or Knowledge 9
Powers: On your check, after the roll, recharge this card to add or subtract 2 from the result.
Discard this card to examine the top 2 cards of your location deck and put them back in any order, then explore your location.
Ice Chemist
Ally 4 · Gnome, Alchemist · Check to acquire: Charisma or Diplomacy 10, or Craft 6
Powers: Reveal this card to add the Cold trait to your check.
On a character at your location's check that invokes the Cold trait, reveal this card to add 1d4.
Discard this card to explore your location; during this exploration, you may add 1d8 and the Cold trait to your combat and Disable checks.
Magical Child
Ally B · Human, Vigilante, Basic · Check to acquire: Charisma or Diplomacy 4
Powers: Recharge this card to add 1d4 to your check that invokes the Magic trait.
Recharge this card to add the Magic trait to any check.
Discard this card to explore your location.
Riftwarden
Ally 1 · Human, Wizard · Check to acquire: Intelligence or Knowledge 7, or Diplomacy 10
Powers: Recharge this card to add 1 die to your check to close a location.
Discard this card to explore your location.
Sand Elemental
Ally 5 · Outsider, Elemental · Check to acquire: Constitution or Fortitude 9
Powers: Recharge this card to reduce Cold or Fire damage dealt to any character to 0.
Recharge this card to ignore a non-villain bane's power that happens before you act.
Discard this card to explore your location.
Staffbearer
Ally 1 · Human, Magus · Check to acquire: Intelligence or Arcane 7
Powers: Shuffle this card and a random card that has the Staff trait from your discard pile into your deck.
Discard this card to explore your location. During this exploration, if you would discard a card that has the Staff trait, you may recharge it instead.
Talisman Crafter
Ally B · Human, Occultist · Check to acquire: Charisma, Craft, or Diplomacy 7
Powers: Display this card, then draw an item from the box and put it on this card. You may play the item as if it is in your hand, then banish it and discard this card. Otherwise, at the end of the scenario, banish the item.
Discard this card to explore your location. During this exploration, add 1d6 to your Craft checks.
Vampire Bat
Ally 3 · Animal · Check to acquire: Wisdom or Survival 9
Powers: Recharge this card to examine the top card of your location deck; if it is a monster or an ally, shuffle a random card from your discard pile into your deck.
Discard this card to examine the top card of your location deck, then you may explore your location.
Blessings
Blessing of Abraxas
Blessing B · Divine, Abraxas, Corrupted · Check to acquire: Arcane 7, or Divine 5
Powers: Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing of Isis
Blessing 3 · Divine, Isis, Acid · Check to acquire: Divine 7, or Intelligence or Craft 11
Powers: Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
Blessing of Nethys
Blessing 2 · Divine, Nethys · Check to acquire: Wisdom or Perception 8, or Divine 5
Powers: Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, and explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Osiris
Blessing 4 · Divine, Osiris, Healing · Check to acquire: Divine 8
Powers: Discard this card to add 1d4 to any check that invokes the Healing trait.
When a character shuffles cards from his discard pile into his deck, discard this card to allow him to shuffle an additional 1d4 cards.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from her discard pile.
Blessing of Pharasma
Blessing B · Divine, Pharasma · Check to acquire: Intelligence, Arcane, or Divine 5
Powers: Discard this card to add 1 die to any check.
When any character plays a spell on a check, discard this card to add 2 dice.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Qi Zhong
Blessing 3 · Divine, Qi Zhong, Healing · Check to acquire: Wisdom 9, or Divine 7
Powers: Discard this card to add 1 die to any check.
Reveal this card to shuffle a random card from your discard pile into your deck, then discard this card, then explore your location.
After you play this card, if the top card of the blessings discard pile lists Wisdom in its check to acquire, recharge this card instead of discarding it.
Blessing of Sivanah
Blessing 1 · Divine, Sivanah · Check to acquire: Intelligence or Charisma 7, or Divine 5
Powers: Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Intelligence or Charisma non-combat check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Thoth
Blessing 1 · Divine, Thoth, Cold · Check to acquire: Wisdom or Knowledge 10, or Divine 6
Powers: Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait.
Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the All-Seeing Eye
Blessing 6 · Divine, Nethys · Check to acquire: Wisdom or Perception 10, or Divine 8
Powers: Discard this card to add 1 die to any check.
On your check, after the roll, recharge this card to add or subtract 2 from the result.
Discard this card to examine the top 2 cards of your location deck and put them back in any order at the top or bottom of the location deck, then explore your location.
After you play this card, if the top card of the blessings discard pile has the Nethys trait, recharge this card instead of discarding it.
Blessing of the Everlight
Blessing 5 · Divine, Sarenrae · Check to acquire: Constitution or Wisdom 12, or Divine 9
Powers: Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Constitution non-combat check, or, if you have the Cleric or Warpriest trait, to any Wisdom non-combat check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Sarenrae trait, recharge this card instead of discarding it.
Blessing of the Lady of Graves
Blessing 5 · Divine, Undead, Pharasma · Check to acquire: Divine 10
Powers: Discard this card to add 2 dice to any check that invokes the Undead trait.
On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
Bury this card to examine your location deck, then shuffle it.
When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
Blessing of the Master of Masters
Blessing 2 · Divine, Irori · Check to acquire: Intelligence or Divine 7
Powers: Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Intelligence check.
Discard this card to explore your location; during this exploration, add 1 die to your Intelligence checks.
After you play this card, if the top card of the blessings discard pile has the Irori trait, recharge this card instead of discarding it.
Blessing of the Seventh Veil
Blessing 4 · Divine, Sivanah · Check to acquire: Intelligence or Charisma 9, or Divine 7
Powers: Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Intelligence or Charisma non-combat check.
Discard this card to explore your location. During this exploration, add 1 die to your Intelligence and Charisma non-combat checks.
After you play this card, if the top card of the blessings discard pile has the Sivanah trait, recharge this card instead of discarding it.
Blessing of the Spellbound
Blessing B · Arcane, Divine, Basic · Check to acquire: Arcane or Divine 5
Powers: Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Arcane or Divine trait.
Discard this card to explore your location.